ive got a set of prop_dynamics as my train.
ive got a func_tracktrain that the train is parented to, with 2 tracks, and a timer to trigger it every 10-15 seconds to come tearing through the station at batshit insane speeds.
[img]http://gyazo.com/f143e0c90a50425fab010f9f81d57d63.png[/img]
[img]http://gyazo.com/a126a1e3a60805d94308bb80641c44a0.png[/img]
[img]http://gyazo.com/6a15679d5936111e52ccc6da55f47159.png[/img]
dont bitch about gyazo.
it works.
You dont have a first stop target, Use path_track to lay the tracks...
Heres the Dev page on it
[url]http://developer.valvesoftware.com/wiki/Path_track[/url]
[QUOTE=Best4bond;32636747]You dont have a first stop target, Use path_track to lay the tracks...
Heres the Dev page on it
[url]http://developer.valvesoftware.com/wiki/Path_track[/url][/QUOTE]
i have 2 path_tracks already
the 2nd teleports to the first and then stops the train at the 1st after it passes target #2
you can see the tracks in the grid screenshot..
[QUOTE=Aspen;32636768]i have 2 path_tracks already
the 2nd teleports to the first and then stops the train at the 1st after it passes target #2
you can see the tracks in the grid screenshot..[/QUOTE]
In func_tanktrain you havent told hammer what the first stop target is (AKA where the train spawns)
[QUOTE=Best4bond;32636799]In func_tanktrain you havent told hammer what the first stop target is (AKA where the train spawns)[/QUOTE]
herp..
seeing if that fixes it.
yeah. it fixes it.
but now the train goes sideways when it's straight, and it's invisible when its sideways.
[editline]---[/editline]
it actually makes it go to the other side of the map
wat
[img]http://i.imgur.com/H15eO.png[/img]
[editline]5th October 2011[/editline]
fixed.
For straight running trains, func_train is better, and doesn't have as many quirks as func_tracktrain. The only thing is that it and path_corner (which is used by func_train instead of path_track) aren't in the FGD by default. The VDC has a snippet of FGD core for both entities if you want to use them instead.
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